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Christopher

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Everything posted by Christopher

  1. I have a rule: Never get into a conflict with something that weights more then twice of me. Bisons, cars, Trains - all of those I show a high amount of respect. Because they would feel a colission a lot less then me
  2. The 90's were not a time where a women could be successfull and show her emotions. And then she had the whole Kree Education. I mean, I do not expect someone from Vulcan to be good at emoting either. Wich ones were those? All I could see was the usual "arogant flyboy" from Topgun wich had "90's Sexism" added to his reportoi. 90's Movie + Flyboy + Female Protagonist. Entirely expeected. Clawed out by a alien, shapshifting horror that shortly before ate entire Kree patrols? Does not seem very stupid to me.
  3. Only in the sense that you make a roll. Any other thing I can think of is different. Block is a Active Defense Maneuver (the closest D&D equivalent is the Full Defense action) that can be aborted too (D&D has no such concept). With games like Warhammer Fantasy where you get 1 Block per turn, I could see some closer similarity. But at it's core, the Saving Throw is simply a inverted attack roll. With normal attacks you roll Attack Bonus + 1D20 vs AC. With saving throws you roll Saving Throw Bonus + 1D20 vs Spell DC. You roll defense, rather then attack.
  4. Battlestar Galactic had "Frag" in the same way. Farscape is definitely way up there. Apparently the Translator Bacteria had a censorship filter: https://www.youtube.com/watch?v=UCNDdlCo4rA And Zort, for the Fictional Talan Lanaguage of the game Outcast. Also sometimes "Ptok'chai" - and pardon my Klingon here. And from Dragonball Z Abridged: "Ah, Crapbaskets".
  5. Sometimes the only advice we can give someone is to get out of a Relationship that does not work. It does not mater if those are Economic, Romantic or Player/GM relationships. Confirming that those are the only paths we see as well can be a big help here. And everything you said has just been confirming it.
  6. I feel like she is listening to the world and that gives me an idea based on a game: Melodies escape. The Melodie Family had a story similar to the Alan Familiy: One superpower being passed down or appearing across generations. In their case it is a "harmonic induced hyper flowstate". In laymen terms, they are able capable of peakhuman feats of agility and strenght - but only while listening to music. The partial need for a technological focus was always a bit of an issues for these heroes, but it seemed like technological progress might eliminate it for the current generation. When it turned out the newest member of the Family was deaf, the family was between distraught (about the disability) and releived (that she would not dos something as dangerous as superheroing). Except the deafness might have been a tradeoff for her other superpower: Electromancy. The ability to manipualte and semse EM fields. Airwave does not need ears to hear music, for she can hear the radio stations directly in her mind. Moreover while "in the flow", she has additional powers like limited flight using a form of magnetic levitation and propulsion. Most of her time "on patrol" is spend just listening to the peacefull music of the city. But she always is aware of any major indicents that happen because she also listens to the Police Radio. Her main reason to interfere might be annoyance with this "disruption" of the peacefull music, but she is a powerfull Hero none the less.
  7. I largely distilled this down from someone elses writing. Wich was written as a free suplement to someone elses RPG setting. So I am honestly unsure what the legal ownership of any of that is.
  8. I dislike them in both Genders. I just can not comprehend someone trying to offset their lack of ability with abundance of activity or unwaranted certainty.
  9. That is very true. Questions never go beyond "who is the villain?", "what is the villains plan?" and "where is the villain so I can punch him to stop him?" And even those questions are usually designed so the Heroes can not fail to solve them. I mean if the heroes somehow manage to fail all 3 questions, the villain will reveal himself (and his plan) publically in short order. If nothing else, to brag and lament how dull the heroes are His solution is usually to start a rampage and have other superheroes solve the Mystery so they can calm him down with the solution. "Playing to your strenghts" and all that
  10. To the best of my knowledge, this is the official rule book. I really dislike the concept of a House Rule. Too many uncertainties with those. That is why I can not agree to it being called a House Rule. At worst it is a campaign rule. A best, it is RAW. And in the middle it is a 4th option compared to: "a) NO! b) No. And I am seriously tired of you trying to pull *bleep* like that! c) Lower it to 14 DC with the same limitation and we can talk." And it is not like I hesitate to call something a House Rule, even when giving the option.
  11. You have that ability as a normal, 10 in all Stats human. Puching someone while he is grabbing you legs is not a exceptional ability. I mean for example, here is captain kirk. He uses his legs to grab Khans neck/head, while using his hand to hold himself in a position for this maneuver:
  12. "Hello to all, A question for GM, I'm going to start a campaign this summer and I'm working on it. For the sake of history one of the players will play a considerably powerful noble, a viscount. When players decide to play noblemen, how do you manage their possessions? For the currency and the titles, the players pay in charaters points but for its castle for example, how do you proceed? The player pays with his character points the castle ? Or castle enter in the category of equipment?" A castle in general would fall under the "Base" rules construct. I mean it is literally a book example, so it will not get clearer then that: "Vehicles range from a barbarian warrior’s chariot, to the souped-up coupes and sportscars driven by pulp heroes and Dark Champions spies, to the faster-than-light spaceship of an intergalactic smuggler. Similarly, Bases can range from a medieval castle, to the sprawling underground headquarters of a supervillain, to Space Station Gamma-9" However, that asumes it will actually be usefull during adventuring. If he is a wandering Adventurer and the castle is not wandering as well, it would usually be out of reach. Unless there is some instant access via Teleportation or what no - the effective reachability most of the time maters here - it is not usefull during adventuring. And if it is not usefull during adventure time, it might simply fall under the "What not to spend points on" rule. As usual it can still be brought up by the player once or twice per campaign. And as the GM, you are allowed to make it the center of any numbers of adventures. But at large it might be so little worth for the player, it is not worth accounting for it.
  13. 2D6 Drain STUN plus 2D6 Normal Damage Attack, NND (any Power Defense), Does Body, Linked (to the drain), only Body. As the number of dice in both powers match, you could just decide to use one 2D6 roll for both to save time.
  14. There is a lot of room between reinventing the wheel and making a fully designed winged car. And more likely then not, the reinvented wheel will not be round or not roll properly. If you do something long enough, sooner or later you will start repeating the mistakes of the first year learner. If it is really only the boosses, then re-designing them is a simple solution. Team vsTeam fights are less vulnerable, simply because one entangle can not take out 100% of the opposition. An entangle is a major interference in the action economy. Especially if there is only one guy able to act.
  15. "And I would have gotten away with it, if it was not for that worm with Blindsense!" - Haley Starshine, paraprhased.
  16. Maybe it is just the most recent interpretations, but the Charater Captain Mavel seems to be rather..arrogant.
  17. Ah, the Atragon and Seaquest. I remember watching those movies/shows. The Atragon/Gotengo even fought it's old foe Manda in the opening of Final Wars. Fitting to the dragon to bite it's own tail for a Aniversary Movie It is based of a real russian sumbarine class with only one fantastical feature. Allowing that as category might be a bit too inclusive.
  18. Quite the opposite, actually. Scorpions need the Grab to even have a decent chance to land the stinger against equal sized targets:
  19. Seems to expensive for the benefit. Do not forget the "What not to spend points on" rule, 6E1 31 " But the corollary to that is, if a character wants an ability that’s not likely to have any effect during the game, there’s no reason for the GM to make him spend Character Points on it — he should just get it “for free.” For example, suppose that a character wants to be an expert on Italian literature. In HERO System terms, that would be a Knowledge Skill: Italian Literature. Unless the GM has a lot of adventures planned that involve interpreting Dante’s Divine Comedy or Bocaccio’s Decameron, KS: Italian Literature isn’t of any use in the game — it’s just “flavor” to help make a character distinctive and define his background a little. There’s no reason for the character to have to spend even a single Character Point on it, so the GM should just let the character write down KS: Italian Literature 14- on his character sheet for no cost" In a grab Focussed Campaign I could see it. But that is one specific setting vs the average setting.
  20. Star Trek pretty much just copied the concept of Bulkheads from seagoing vessels. And updated it to Automatic Emergency Force Fields. There is a lot of design/psychological overlap between Navy Service and space exploration/colonisation. Submarine service in particular.
  21. I wrote this list once. Maybe it is the droid you are looking for? https://www.herogames.com/forums/topic/85482-power-guide/
  22. For me the D&D saving throw only exists to fix issues in D&D. Hero does not have those issues. Please do not try to reinvent the wheel. We already have a fully working car standing right here The first counter to problematic powers is to remove them. And that is just game mastering HERO 101: "You, and your players, need to be ready to make retroactive changes in characters if necessary. Sometimes an ability doesn’t seem unbalancing or overly effective at first blush, but the rigors of play reveal that it’s not something you want in your game. If so, tell the player (in a nonconfrontational way) that the ability simply isn’t working out and that he’ll have to change it. Stress the need to keep the game as a whole fun for everyone — good, mature gamers will accept this explanation (or at least accede to your request gracefully). For the sake of fairness, make sure the players know in advance that you reserve the right to do this." 6E2 273 The second counter is to allow instant, casual STR/EGO to break out like you do agaisnt a grab. This helps generally with a Abusive "miniature" Entangles. Buffing the effective STR/EGO (by using EGO+Mental Defenses instead) can be added to this.
  23. Wait, Drain or Transfer? It sounds more like transfer. Also, why not just use a Linked power?
  24. The once tried to order him to sign the Zokovia Accords. It did not work so well... Please. Steven Rogers outranks an ordonance technician Of course with his superbody and the option to put the shield over it, he can counter or survive most explosives to begin with
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